This commit is contained in:
SepComet
2026-02-26 13:21:43 +08:00
parent a118803f1a
commit 4daefa17d5
1259 changed files with 290021 additions and 1 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using UnityEditor;
using UnityEngine;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 构建配置相关的实用函数。
/// </summary>
internal static class BuildSettings
{
private static readonly string s_ConfigurationPath = null;
private static readonly List<string> s_DefaultSceneNames = new List<string>();
private static readonly List<string> s_SearchScenePaths = new List<string>();
static BuildSettings()
{
s_ConfigurationPath = Type.GetConfigurationPath<BuildSettingsConfigPathAttribute>() ?? Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameFramework/Configs/BuildSettings.xml"));
s_DefaultSceneNames.Clear();
s_SearchScenePaths.Clear();
if (!File.Exists(s_ConfigurationPath))
{
return;
}
try
{
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.Load(s_ConfigurationPath);
XmlNode xmlRoot = xmlDocument.SelectSingleNode("UnityGameFramework");
XmlNode xmlBuildSettings = xmlRoot.SelectSingleNode("BuildSettings");
XmlNode xmlDefaultScenes = xmlBuildSettings.SelectSingleNode("DefaultScenes");
XmlNode xmlSearchScenePaths = xmlBuildSettings.SelectSingleNode("SearchScenePaths");
XmlNodeList xmlNodeList = null;
XmlNode xmlNode = null;
xmlNodeList = xmlDefaultScenes.ChildNodes;
for (int i = 0; i < xmlNodeList.Count; i++)
{
xmlNode = xmlNodeList.Item(i);
if (xmlNode.Name != "DefaultScene")
{
continue;
}
string defaultSceneName = xmlNode.Attributes.GetNamedItem("Name").Value;
s_DefaultSceneNames.Add(defaultSceneName);
}
xmlNodeList = xmlSearchScenePaths.ChildNodes;
for (int i = 0; i < xmlNodeList.Count; i++)
{
xmlNode = xmlNodeList.Item(i);
if (xmlNode.Name != "SearchScenePath")
{
continue;
}
string searchScenePath = xmlNode.Attributes.GetNamedItem("Path").Value;
s_SearchScenePaths.Add(searchScenePath);
}
}
catch
{
}
}
/// <summary>
/// 将构建场景设置为默认。
/// </summary>
[MenuItem("Game Framework/Scenes in Build Settings/Default Scenes", false, 20)]
public static void DefaultScenes()
{
HashSet<string> sceneNames = new HashSet<string>();
foreach (string sceneName in s_DefaultSceneNames)
{
sceneNames.Add(sceneName);
}
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene>();
foreach (string sceneName in sceneNames)
{
scenes.Add(new EditorBuildSettingsScene(sceneName, true));
}
EditorBuildSettings.scenes = scenes.ToArray();
Debug.Log("Set scenes of build settings to default scenes.");
}
/// <summary>
/// 将构建场景设置为所有。
/// </summary>
[MenuItem("Game Framework/Scenes in Build Settings/All Scenes", false, 21)]
public static void AllScenes()
{
HashSet<string> sceneNames = new HashSet<string>();
foreach (string sceneName in s_DefaultSceneNames)
{
sceneNames.Add(sceneName);
}
string[] sceneGuids = AssetDatabase.FindAssets("t:Scene", s_SearchScenePaths.ToArray());
foreach (string sceneGuid in sceneGuids)
{
string sceneName = AssetDatabase.GUIDToAssetPath(sceneGuid);
sceneNames.Add(sceneName);
}
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene>();
foreach (string sceneName in sceneNames)
{
scenes.Add(new EditorBuildSettingsScene(sceneName, true));
}
EditorBuildSettings.scenes = scenes.ToArray();
Debug.Log("Set scenes of build settings to all scenes.");
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace UnityGameFramework.Editor
{
/// <summary>
/// BuildSettings 配置路径属性。
/// </summary>
public sealed class BuildSettingsConfigPathAttribute : ConfigPathAttribute
{
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 配置路径属性。
/// </summary>
public abstract class ConfigPathAttribute : Attribute
{
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEditor;
using UnityEngine;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 帮助相关的实用函数。
/// </summary>
public static class Help
{
[MenuItem("Game Framework/Documentation", false, 90)]
public static void ShowDocumentation()
{
ShowHelp("https://gameframework.cn/document/");
}
[MenuItem("Game Framework/API Reference", false, 91)]
public static void ShowApiReference()
{
ShowHelp("https://gameframework.cn/api/");
}
private static void ShowHelp(string uri)
{
Application.OpenURL(uri);
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
namespace UnityGameFramework.Editor
{
internal sealed class HelperInfo<T> where T : MonoBehaviour
{
private const string CustomOptionName = "<Custom>";
private readonly string m_Name;
private SerializedProperty m_HelperTypeName;
private SerializedProperty m_CustomHelper;
private string[] m_HelperTypeNames;
private int m_HelperTypeNameIndex;
public HelperInfo(string name)
{
m_Name = name;
m_HelperTypeName = null;
m_CustomHelper = null;
m_HelperTypeNames = null;
m_HelperTypeNameIndex = 0;
}
public void Init(SerializedObject serializedObject)
{
m_HelperTypeName = serializedObject.FindProperty(Utility.Text.Format("m_{0}HelperTypeName", m_Name));
m_CustomHelper = serializedObject.FindProperty(Utility.Text.Format("m_Custom{0}Helper", m_Name));
}
public void Draw()
{
string displayName = FieldNameForDisplay(m_Name);
int selectedIndex = EditorGUILayout.Popup(Utility.Text.Format("{0} Helper", displayName), m_HelperTypeNameIndex, m_HelperTypeNames);
if (selectedIndex != m_HelperTypeNameIndex)
{
m_HelperTypeNameIndex = selectedIndex;
m_HelperTypeName.stringValue = selectedIndex <= 0 ? null : m_HelperTypeNames[selectedIndex];
}
if (m_HelperTypeNameIndex <= 0)
{
EditorGUILayout.PropertyField(m_CustomHelper);
if (m_CustomHelper.objectReferenceValue == null)
{
EditorGUILayout.HelpBox(Utility.Text.Format("You must set Custom {0} Helper.", displayName), MessageType.Error);
}
}
}
public void Refresh()
{
List<string> helperTypeNameList = new List<string>
{
CustomOptionName
};
helperTypeNameList.AddRange(Type.GetRuntimeTypeNames(typeof(T)));
m_HelperTypeNames = helperTypeNameList.ToArray();
m_HelperTypeNameIndex = 0;
if (!string.IsNullOrEmpty(m_HelperTypeName.stringValue))
{
m_HelperTypeNameIndex = helperTypeNameList.IndexOf(m_HelperTypeName.stringValue);
if (m_HelperTypeNameIndex <= 0)
{
m_HelperTypeNameIndex = 0;
m_HelperTypeName.stringValue = null;
}
}
}
private string FieldNameForDisplay(string fieldName)
{
if (string.IsNullOrEmpty(fieldName))
{
return string.Empty;
}
string str = Regex.Replace(fieldName, @"^m_", string.Empty);
str = Regex.Replace(str, @"((?<=[a-z])[A-Z]|[A-Z](?=[a-z]))", @" $1").TrimStart();
return str;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
#if !UNITY_2019_1_OR_NEWER
using System.IO;
using System.Reflection;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditorInternal;
using UnityEngine;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 日志重定向相关的实用函数。
/// </summary>
internal static class LogRedirection
{
private static readonly Regex LogRegex = new Regex(@" \(at (.+)\:(\d+)\)\r?\n");
[OnOpenAsset(0)]
private static bool OnOpenAsset(int instanceId, int line)
{
string selectedStackTrace = GetSelectedStackTrace();
if (string.IsNullOrEmpty(selectedStackTrace))
{
return false;
}
if (!selectedStackTrace.Contains("UnityGameFramework.Runtime.DefaultLogHelper:Log"))
{
return false;
}
Match match = LogRegex.Match(selectedStackTrace);
if (!match.Success)
{
return false;
}
if (!match.Groups[1].Value.Contains("DefaultLogHelper.cs"))
{
return false;
}
match = match.NextMatch();
if (!match.Success)
{
return false;
}
if (match.Groups[1].Value.Contains("GameFrameworkLog.cs"))
{
match = match.NextMatch();
if (!match.Success)
{
return false;
}
}
if (match.Groups[1].Value.Contains("Log.cs"))
{
match = match.NextMatch();
if (!match.Success)
{
return false;
}
}
InternalEditorUtility.OpenFileAtLineExternal(Path.Combine(Application.dataPath, match.Groups[1].Value.Substring(7)), int.Parse(match.Groups[2].Value));
return true;
}
private static string GetSelectedStackTrace()
{
Assembly editorWindowAssembly = typeof(EditorWindow).Assembly;
if (editorWindowAssembly == null)
{
return null;
}
System.Type consoleWindowType = editorWindowAssembly.GetType("UnityEditor.ConsoleWindow");
if (consoleWindowType == null)
{
return null;
}
FieldInfo consoleWindowFieldInfo = consoleWindowType.GetField("ms_ConsoleWindow", BindingFlags.Static | BindingFlags.NonPublic);
if (consoleWindowFieldInfo == null)
{
return null;
}
EditorWindow consoleWindow = consoleWindowFieldInfo.GetValue(null) as EditorWindow;
if (consoleWindow == null)
{
return null;
}
if (consoleWindow != EditorWindow.focusedWindow)
{
return null;
}
FieldInfo activeTextFieldInfo = consoleWindowType.GetField("m_ActiveText", BindingFlags.Instance | BindingFlags.NonPublic);
if (activeTextFieldInfo == null)
{
return null;
}
return (string)activeTextFieldInfo.GetValue(consoleWindow);
}
}
}
#endif
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEditor;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 日志脚本宏定义。
/// </summary>
public static class LogScriptingDefineSymbols
{
private const string EnableLogScriptingDefineSymbol = "ENABLE_LOG";
private const string EnableDebugAndAboveLogScriptingDefineSymbol = "ENABLE_DEBUG_AND_ABOVE_LOG";
private const string EnableInfoAndAboveLogScriptingDefineSymbol = "ENABLE_INFO_AND_ABOVE_LOG";
private const string EnableWarningAndAboveLogScriptingDefineSymbol = "ENABLE_WARNING_AND_ABOVE_LOG";
private const string EnableErrorAndAboveLogScriptingDefineSymbol = "ENABLE_ERROR_AND_ABOVE_LOG";
private const string EnableFatalAndAboveLogScriptingDefineSymbol = "ENABLE_FATAL_AND_ABOVE_LOG";
private const string EnableDebugLogScriptingDefineSymbol = "ENABLE_DEBUG_LOG";
private const string EnableInfoLogScriptingDefineSymbol = "ENABLE_INFO_LOG";
private const string EnableWarningLogScriptingDefineSymbol = "ENABLE_WARNING_LOG";
private const string EnableErrorLogScriptingDefineSymbol = "ENABLE_ERROR_LOG";
private const string EnableFatalLogScriptingDefineSymbol = "ENABLE_FATAL_LOG";
private static readonly string[] AboveLogScriptingDefineSymbols = new string[]
{
EnableDebugAndAboveLogScriptingDefineSymbol,
EnableInfoAndAboveLogScriptingDefineSymbol,
EnableWarningAndAboveLogScriptingDefineSymbol,
EnableErrorAndAboveLogScriptingDefineSymbol,
EnableFatalAndAboveLogScriptingDefineSymbol
};
private static readonly string[] SpecifyLogScriptingDefineSymbols = new string[]
{
EnableDebugLogScriptingDefineSymbol,
EnableInfoLogScriptingDefineSymbol,
EnableWarningLogScriptingDefineSymbol,
EnableErrorLogScriptingDefineSymbol,
EnableFatalLogScriptingDefineSymbol
};
/// <summary>
/// 禁用所有日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Disable All Logs", false, 30)]
public static void DisableAllLogs()
{
ScriptingDefineSymbols.RemoveScriptingDefineSymbol(EnableLogScriptingDefineSymbol);
foreach (string specifyLogScriptingDefineSymbol in SpecifyLogScriptingDefineSymbols)
{
ScriptingDefineSymbols.RemoveScriptingDefineSymbol(specifyLogScriptingDefineSymbol);
}
foreach (string aboveLogScriptingDefineSymbol in AboveLogScriptingDefineSymbols)
{
ScriptingDefineSymbols.RemoveScriptingDefineSymbol(aboveLogScriptingDefineSymbol);
}
}
/// <summary>
/// 开启所有日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Enable All Logs", false, 31)]
public static void EnableAllLogs()
{
DisableAllLogs();
ScriptingDefineSymbols.AddScriptingDefineSymbol(EnableLogScriptingDefineSymbol);
}
/// <summary>
/// 开启调试及以上级别的日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Enable Debug And Above Logs", false, 32)]
public static void EnableDebugAndAboveLogs()
{
SetAboveLogScriptingDefineSymbol(EnableDebugAndAboveLogScriptingDefineSymbol);
}
/// <summary>
/// 开启信息及以上级别的日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Enable Info And Above Logs", false, 33)]
public static void EnableInfoAndAboveLogs()
{
SetAboveLogScriptingDefineSymbol(EnableInfoAndAboveLogScriptingDefineSymbol);
}
/// <summary>
/// 开启警告及以上级别的日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Enable Warning And Above Logs", false, 34)]
public static void EnableWarningAndAboveLogs()
{
SetAboveLogScriptingDefineSymbol(EnableWarningAndAboveLogScriptingDefineSymbol);
}
/// <summary>
/// 开启错误及以上级别的日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Enable Error And Above Logs", false, 35)]
public static void EnableErrorAndAboveLogs()
{
SetAboveLogScriptingDefineSymbol(EnableErrorAndAboveLogScriptingDefineSymbol);
}
/// <summary>
/// 开启严重错误及以上级别的日志脚本宏定义。
/// </summary>
[MenuItem("Game Framework/Log Scripting Define Symbols/Enable Fatal And Above Logs", false, 36)]
public static void EnableFatalAndAboveLogs()
{
SetAboveLogScriptingDefineSymbol(EnableFatalAndAboveLogScriptingDefineSymbol);
}
/// <summary>
/// 设置日志脚本宏定义。
/// </summary>
/// <param name="aboveLogScriptingDefineSymbol">要设置的日志脚本宏定义。</param>
public static void SetAboveLogScriptingDefineSymbol(string aboveLogScriptingDefineSymbol)
{
if (string.IsNullOrEmpty(aboveLogScriptingDefineSymbol))
{
return;
}
foreach (string i in AboveLogScriptingDefineSymbols)
{
if (i == aboveLogScriptingDefineSymbol)
{
DisableAllLogs();
ScriptingDefineSymbols.AddScriptingDefineSymbol(aboveLogScriptingDefineSymbol);
return;
}
}
}
/// <summary>
/// 设置日志脚本宏定义。
/// </summary>
/// <param name="specifyLogScriptingDefineSymbols">要设置的日志脚本宏定义。</param>
public static void SetSpecifyLogScriptingDefineSymbols(string[] specifyLogScriptingDefineSymbols)
{
if (specifyLogScriptingDefineSymbols == null || specifyLogScriptingDefineSymbols.Length <= 0)
{
return;
}
bool removed = false;
foreach (string specifyLogScriptingDefineSymbol in specifyLogScriptingDefineSymbols)
{
if (string.IsNullOrEmpty(specifyLogScriptingDefineSymbol))
{
continue;
}
foreach (string i in SpecifyLogScriptingDefineSymbols)
{
if (i == specifyLogScriptingDefineSymbol)
{
if (!removed)
{
removed = true;
DisableAllLogs();
}
ScriptingDefineSymbols.AddScriptingDefineSymbol(specifyLogScriptingDefineSymbol);
break;
}
}
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using System.Diagnostics;
using UnityEditor;
using UnityEngine;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 打开文件夹相关的实用函数。
/// </summary>
public static class OpenFolder
{
/// <summary>
/// 打开 Data Path 文件夹。
/// </summary>
[MenuItem("Game Framework/Open Folder/Data Path", false, 10)]
public static void OpenFolderDataPath()
{
Execute(Application.dataPath);
}
/// <summary>
/// 打开 Persistent Data Path 文件夹。
/// </summary>
[MenuItem("Game Framework/Open Folder/Persistent Data Path", false, 11)]
public static void OpenFolderPersistentDataPath()
{
Execute(Application.persistentDataPath);
}
/// <summary>
/// 打开 Streaming Assets Path 文件夹。
/// </summary>
[MenuItem("Game Framework/Open Folder/Streaming Assets Path", false, 12)]
public static void OpenFolderStreamingAssetsPath()
{
Execute(Application.streamingAssetsPath);
}
/// <summary>
/// 打开 Temporary Cache Path 文件夹。
/// </summary>
[MenuItem("Game Framework/Open Folder/Temporary Cache Path", false, 13)]
public static void OpenFolderTemporaryCachePath()
{
Execute(Application.temporaryCachePath);
}
#if UNITY_2018_3_OR_NEWER
/// <summary>
/// 打开 Console Log Path 文件夹。
/// </summary>
[MenuItem("Game Framework/Open Folder/Console Log Path", false, 14)]
public static void OpenFolderConsoleLogPath()
{
Execute(System.IO.Path.GetDirectoryName(Application.consoleLogPath));
}
#endif
/// <summary>
/// 打开指定路径的文件夹。
/// </summary>
/// <param name="folder">要打开的文件夹的路径。</param>
public static void Execute(string folder)
{
folder = Utility.Text.Format("\"{0}\"", folder);
switch (Application.platform)
{
case RuntimePlatform.WindowsEditor:
Process.Start("Explorer.exe", folder.Replace('/', '\\'));
break;
case RuntimePlatform.OSXEditor:
Process.Start("open", folder);
break;
default:
throw new GameFrameworkException(Utility.Text.Format("Not support open folder on '{0}' platform.", Application.platform));
}
}
}
}
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@@ -0,0 +1,157 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System.Collections.Generic;
using UnityEditor;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 脚本宏定义。
/// </summary>
public static class ScriptingDefineSymbols
{
private static readonly BuildTargetGroup[] BuildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Standalone,
BuildTargetGroup.iOS,
BuildTargetGroup.Android,
BuildTargetGroup.WSA,
BuildTargetGroup.WebGL
};
/// <summary>
/// 检查指定平台是否存在指定的脚本宏定义。
/// </summary>
/// <param name="buildTargetGroup">要检查脚本宏定义的平台。</param>
/// <param name="scriptingDefineSymbol">要检查的脚本宏定义。</param>
/// <returns>指定平台是否存在指定的脚本宏定义。</returns>
public static bool HasScriptingDefineSymbol(BuildTargetGroup buildTargetGroup, string scriptingDefineSymbol)
{
if (string.IsNullOrEmpty(scriptingDefineSymbol))
{
return false;
}
string[] scriptingDefineSymbols = GetScriptingDefineSymbols(buildTargetGroup);
foreach (string i in scriptingDefineSymbols)
{
if (i == scriptingDefineSymbol)
{
return true;
}
}
return false;
}
/// <summary>
/// 为指定平台增加指定的脚本宏定义。
/// </summary>
/// <param name="buildTargetGroup">要增加脚本宏定义的平台。</param>
/// <param name="scriptingDefineSymbol">要增加的脚本宏定义。</param>
public static void AddScriptingDefineSymbol(BuildTargetGroup buildTargetGroup, string scriptingDefineSymbol)
{
if (string.IsNullOrEmpty(scriptingDefineSymbol))
{
return;
}
if (HasScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol))
{
return;
}
List<string> scriptingDefineSymbols = new List<string>(GetScriptingDefineSymbols(buildTargetGroup))
{
scriptingDefineSymbol
};
SetScriptingDefineSymbols(buildTargetGroup, scriptingDefineSymbols.ToArray());
}
/// <summary>
/// 为指定平台移除指定的脚本宏定义。
/// </summary>
/// <param name="buildTargetGroup">要移除脚本宏定义的平台。</param>
/// <param name="scriptingDefineSymbol">要移除的脚本宏定义。</param>
public static void RemoveScriptingDefineSymbol(BuildTargetGroup buildTargetGroup, string scriptingDefineSymbol)
{
if (string.IsNullOrEmpty(scriptingDefineSymbol))
{
return;
}
if (!HasScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol))
{
return;
}
List<string> scriptingDefineSymbols = new List<string>(GetScriptingDefineSymbols(buildTargetGroup));
while (scriptingDefineSymbols.Contains(scriptingDefineSymbol))
{
scriptingDefineSymbols.Remove(scriptingDefineSymbol);
}
SetScriptingDefineSymbols(buildTargetGroup, scriptingDefineSymbols.ToArray());
}
/// <summary>
/// 为所有平台增加指定的脚本宏定义。
/// </summary>
/// <param name="scriptingDefineSymbol">要增加的脚本宏定义。</param>
public static void AddScriptingDefineSymbol(string scriptingDefineSymbol)
{
if (string.IsNullOrEmpty(scriptingDefineSymbol))
{
return;
}
foreach (BuildTargetGroup buildTargetGroup in BuildTargetGroups)
{
AddScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol);
}
}
/// <summary>
/// 为所有平台移除指定的脚本宏定义。
/// </summary>
/// <param name="scriptingDefineSymbol">要移除的脚本宏定义。</param>
public static void RemoveScriptingDefineSymbol(string scriptingDefineSymbol)
{
if (string.IsNullOrEmpty(scriptingDefineSymbol))
{
return;
}
foreach (BuildTargetGroup buildTargetGroup in BuildTargetGroups)
{
RemoveScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol);
}
}
/// <summary>
/// 获取指定平台的脚本宏定义。
/// </summary>
/// <param name="buildTargetGroup">要获取脚本宏定义的平台。</param>
/// <returns>平台的脚本宏定义。</returns>
public static string[] GetScriptingDefineSymbols(BuildTargetGroup buildTargetGroup)
{
return PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup).Split(';');
}
/// <summary>
/// 设置指定平台的脚本宏定义。
/// </summary>
/// <param name="buildTargetGroup">要设置脚本宏定义的平台。</param>
/// <param name="scriptingDefineSymbols">要设置的脚本宏定义。</param>
public static void SetScriptingDefineSymbols(BuildTargetGroup buildTargetGroup, string[] scriptingDefineSymbols)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, string.Join(";", scriptingDefineSymbols));
}
}
}
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@@ -0,0 +1,127 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using System.Collections.Generic;
using System.Reflection;
namespace UnityGameFramework.Editor
{
/// <summary>
/// 类型相关的实用函数。
/// </summary>
internal static class Type
{
private static readonly string[] RuntimeAssemblyNames =
{
#if UNITY_2017_3_OR_NEWER
"UnityGameFramework.Runtime",
#endif
"Assembly-CSharp",
};
private static readonly string[] RuntimeOrEditorAssemblyNames =
{
#if UNITY_2017_3_OR_NEWER
"UnityGameFramework.Runtime",
#endif
"Assembly-CSharp",
#if UNITY_2017_3_OR_NEWER
"UnityGameFramework.Editor",
#endif
"Assembly-CSharp-Editor",
};
/// <summary>
/// 获取配置路径。
/// </summary>
/// <typeparam name="T">配置类型。</typeparam>
/// <returns>配置路径。</returns>
internal static string GetConfigurationPath<T>() where T : ConfigPathAttribute
{
foreach (System.Type type in Utility.Assembly.GetTypes())
{
if (!type.IsAbstract || !type.IsSealed)
{
continue;
}
foreach (FieldInfo fieldInfo in type.GetFields(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
{
if (fieldInfo.FieldType == typeof(string) && fieldInfo.IsDefined(typeof(T), false))
{
return (string)fieldInfo.GetValue(null);
}
}
foreach (PropertyInfo propertyInfo in type.GetProperties(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
{
if (propertyInfo.PropertyType == typeof(string) && propertyInfo.IsDefined(typeof(T), false))
{
return (string)propertyInfo.GetValue(null, null);
}
}
}
return null;
}
/// <summary>
/// 在运行时程序集中获取指定基类的所有子类的名称。
/// </summary>
/// <param name="typeBase">基类类型。</param>
/// <returns>指定基类的所有子类的名称。</returns>
internal static string[] GetRuntimeTypeNames(System.Type typeBase)
{
return GetTypeNames(typeBase, RuntimeAssemblyNames);
}
/// <summary>
/// 在运行时或编辑器程序集中获取指定基类的所有子类的名称。
/// </summary>
/// <param name="typeBase">基类类型。</param>
/// <returns>指定基类的所有子类的名称。</returns>
internal static string[] GetRuntimeOrEditorTypeNames(System.Type typeBase)
{
return GetTypeNames(typeBase, RuntimeOrEditorAssemblyNames);
}
private static string[] GetTypeNames(System.Type typeBase, string[] assemblyNames)
{
List<string> typeNames = new List<string>();
foreach (string assemblyName in assemblyNames)
{
Assembly assembly = null;
try
{
assembly = Assembly.Load(assemblyName);
}
catch
{
continue;
}
if (assembly == null)
{
continue;
}
System.Type[] types = assembly.GetTypes();
foreach (System.Type type in types)
{
if (type.IsClass && !type.IsAbstract && typeBase.IsAssignableFrom(type))
{
typeNames.Add(type.FullName);
}
}
}
typeNames.Sort();
return typeNames.ToArray();
}
}
}
@@ -0,0 +1,11 @@
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